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Post by ehren on Jun 25, 2012 18:10:46 GMT -5
I'd like to go see Boris & Mik'ael and see if I can interest them in entering a round robin double elimination avatar duel turnament.
If I can get either of them onboard, I'll ask around some to of the Wizards novices I know, to see if they are interested in a little excitement.
I'll see if Mal and Maw want to join, and maybe recruit some novices in their Disciplines.
Then go talk to Alfred to see if there is any way we can talk Father into sponsoring a "prize" of some sort. A rare book, or an interesting tapistry, a cool reading light quartz, etc. If I can't, I'll see how much money I've got and give a purse for the winner (or 1st, 2nd, and 3rd place - depending on how many people get involved).
If we can work out the tournament mechanics: (1) It will give all us Magician Disciplines something to hone our skills for the defense of the Kaer. (We do know that a major attack is coming... just, not when) (2) It gives us something to do during the down time, that doesn't take a significant amount of time. A match seems to be able to be decided in <1 minute. (3) Lets us fine tune the structure for an eventual pan-country/city-state/Barsaive tournament.
I'm ok with going either of the following ways with this: (1) Semi-officially sanctioned & open (2) Street fighter style/fight-club & secret (but not illegal)
I think it would be cool to have conversations with NPCs & the other PCs about which tactics to use... which Discipline is "the best"... interesting 'handicap' rules (what would 2 on 1 look like?)... etc.
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Post by ehren on Jun 25, 2012 20:26:44 GMT -5
We could also have different 'styles' of tournaments: (1) All Disciplines compete against each other randomly (2) A braket where all the Wizard's compete against solely Wizards (Elementalists v Elementalists, etc) until there is a bracket winner - who then fights the other bracket winners.
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Post by GM / Malinous on Jun 25, 2012 21:52:56 GMT -5
You'd probably need to break it into brackets. Initiates are significantly outclassed by Novices (although not hopelessly) who don't have a prayer against Journeymen. I'm guessing masters and wardens simply wouldn't compete (beneath them, you know, they've already proven themselves ;-)), although there are probably no wardens in Daiche.
Course, astral projection fist fights would be fair, but that's more difficult to arrange and not the subject matter in question ;-). And probably get a little old as straight blow exchanges.
Of course, it might make the most sense to simply arrange a novice tournament (no Initiates or Journeyman). Journeyman might be hesitatn to try something new, and they're not as anxiou to prove themselves, and have a lot more responsibilities. So maybe we should just organize a Novice tournament, so it's balanced already).
[And conveniently, that includes us. I'm planning to hold back on going Journeyman as long as you guys do so we can broaden our skills and keep both our classes up to par.]
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Post by ehren on Jun 25, 2012 23:34:39 GMT -5
I'd be okay with an open tournament. If a journeyman or initiate want to compete, I think we should let them. For the following reason - an initiate who does well could make a great name for themselves (and we might want to recruit), a Journeyman who gets beat out by an initiate/novice would have to a lot of explaining to do... also, if they are expected to win - going more rounds, or making them work harder to win would also be a good clue as to ability.
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Post by ehren on Jun 25, 2012 23:35:28 GMT -5
But, its not like I'm going to pressure Journeymen to participate... so, it'd really be up to them.
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Post by ehren on Jul 23, 2012 17:57:06 GMT -5
For REference: Chest: (1) 1500 Silver in Silver (2) 300 gold (worth 3000 silver) (3) 900 silver in Gems (4) 3 each: Earth Coin, Water Coin, Fire Coin, Air Coin Wagon: (1) Magical background picture screen (2) Magical alchemist kit (3) 10,000 worth of Mithril. (4) the wagon itself is valuable Other: (1) Stone Man Emerald Eye, worth 300 silver (with a slight impurity that makes it look kind of like it has a pupil). (2) Thorax Web, worth 150 silver. NOTES: It takes [250*weapon step] silver worth of mithril to make a weapon. It takes [250*physical armor+base cost of armor] silver worth of mithril to make metalic armor (has 1 mystic armor). I'd suggested possibly: 1370: Chain Shirt Mes. (Can be forged to 7/2-0) 1370: Chain Shirt Maw. (Can be forged to 8/2-1) 1800: Chain Shirt & Vambraces: Mal (Can be forged to 9/2-2) For 4540 silver. Leaving us a bit to spare. 5,460 in fact. Although Mal would Love a breastplate instead, but that uses like 4,000 Mithril just for him! Or his dream armor, which would be plate. But that would require 5,250 worht of mithril. That's what Mal would love :-).
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Post by ehren on Jul 23, 2012 17:57:38 GMT -5
Moved our discussion of what to do with treasure/loot to a different thread to not derail the combat against Red Skeleton.
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Post by ehren on Jul 23, 2012 18:03:05 GMT -5
I still think we'll be able to afford Mal's full plate. Although, if he is going to wear it out, I would highly recommend he get Trap Iniatiative.
I know we'll have to save some money for the future... but here is where I think we'll need to spend some of the cash we'll have if we get it back to the Kaer:
Restock potions Training (Skills, Circle, Spells) New Equipment (Mithril Armor) Increasing our Allies (Allies, Skull and Bones, Intel)
Just getting the discussion started. When I have a bit more time, I'll look into how much we've spent on potions to get an idea on what we should spend to restock.
We should then discuss where to put our resources for improving the NPCs and building political good will.
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Post by ehren on Jul 24, 2012 16:03:52 GMT -5
Potions Used:
Healing (5) [ at 300 a pop, thats 1500 silver, or 750 in materials] Booster Potions (x) [ at 50 per, or 25*x in materials. I haven't used a booster, but I think Tom might have]
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Post by ehren on Jul 24, 2012 16:13:49 GMT -5
Discipline Training: Nethermance 2 (100; due to discount) Warrior 4 (500) Weaponsmith 4 (500) Illusionist 4 (500) [This is an assumption on my part, but Joel'll have enough LP to make Maw a 4th Circel Illusionist after the adventure, plus False Sight is pretty awesome for him.]
Skill Training: R x 10 silver as a base cost (p238) Sprint R1 (10) I don't know if I'll have enough LP to increase/buy skills, so I haven't included much here.
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Post by ehren on Jul 24, 2012 18:07:34 GMT -5
Oh, remind me to look into the stories the Orks were telling me. [Research in the library and talk to Father and Alfred about All Wings, the Legions, and The Druids, also why Alamaise was so pissed about the training offered by The Block]
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Post by GM / Malinous on Jul 24, 2012 19:20:03 GMT -5
Here's my understanding so far: Chest: To Allies: (1) 1500 Silver in Silver (2) 300 gold (worth 3000 silver) (3) 900 silver in Gems One to Each of The Brothers: (4) 3 each: Earth Coin, Water Coin, Fire Coin, Air Coin [Amounts to about 1080 to each ally (x 5: Mi'Ven, Goldheart, Mok, Mak and B'laay), 2200 to each brother] Wagon: To the Brothers: (1) Magical background picture screen ----- Assuming Maw (2) Magical alchemist kit ----- I'm assuming Mes :-) (3) 10,000 worth of Mithril. ----- 1370 Chain Shirt for Mes (5/1-1 base armor) ----- 1370 Chain Shirt for Maw (5/1-1 base armor) ----- 5,250 Plate ARmor for Mal (9/1-4 IIRC base armor) -----2,010 to (4) Magic Floating Wagon ----- Group! Although someone should specifically write it on their character sheet! Other: (1) Stone Man Emerald Eye, worth 300 silver (with a slight impurity that makes it look kind of like it has a pupil). (2) Thorax Web, worth 150 silver. ----- Not Sure. Could either give to allies or Mes for potion making ;-). [[[[[[[[[[[]]]]]]]]]]]]]]]]] If that's accurate, the big undecideds are: (A) What to do with 2,010 worth of Mithril; and (B) Emerald Eye (300) + Thorax Web (150) (C) Who's writing the Wagon on their character sheet
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Post by ehren on Jul 25, 2012 10:48:18 GMT -5
I think we have the same understanding of the disposition of treasure.
As for (A) I think we should sell it at cost (50/50) to the Guard and the Black Company.
For (B) the proceeds from the Eye to Uld and Lud for their continued support. Unless it has some cool magical properties that we discover upon examining it in the safety of the Kaer. I figure the Thorax Web proceeds to the Orphans.
For (C) I can write it on my character sheet, it doesn't really matter as long as it gets written down.
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Post by ehren on Jul 25, 2012 10:53:39 GMT -5
As for improving the NPCs, while I really think we shoud improve our intelligence network, I don't think that Mes would be the one to hang out with Uld and Lud. He'd give money, but he doesn't have the skills or Talents to really teach them about subterfuge.
Although, he could use some of his spells to help out. The spells just don't have a very long duration...
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Post by ehren on Aug 13, 2012 15:35:44 GMT -5
I'd like to try to figure out if the Grimiores we got from The Block will provide more than the 1st Circle spells. I am specifically wondering, if we learn all the 1st Circle spells, whether or not the book will automatically (or required us to go back to the Block) populated with all the 2nd Circle spells.
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Post by ehren on Aug 17, 2012 18:50:07 GMT -5
I think I'd still like to work on setting up an Avatar Tournament... or maybe something like the Assassin game we played in college.
So, instead of a formal tournament, when you see a Caster that is involved in the game, you can challege them on the spot to an Avatar duel. With the purpose being to hone skills to ready for the invasion & to keep everyone's witts about them at all time - you never know who you will meet, or if they are 'freindly.'
What do you think would go over better?
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Post by ehren on Aug 17, 2012 18:51:33 GMT -5
I'd like to try to figure out if the Grimiores we got from The Block will provide more than the 1st Circle spells. I am specifically wondering, if we learn all the 1st Circle spells, whether or not the book will automatically (or required us to go back to the Block) populated with all the 2nd Circle spells. Do you think Alfred or Father would be able to tell us this?
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Post by Mawaris on Aug 17, 2012 19:58:27 GMT -5
It will only take me 50 LP to find out and that's probably on my to-do list during this downtime.
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Post by Mawaris on Aug 17, 2012 21:08:24 GMT -5
Planned LP spending for downtime (for lack of anywhere better to post it):
Spellcasting 4, 500 LP Read/Write Magic 4, 500 LP Spell Matrix 4, 500 LP Speak Language 4, 500 LP Disguise Self 4, 500 LP Dead Fall 3, 300 LP Dead Fall 4, 500 LP
Then learn Illusionist circle 4. Option talent Mimic Voice, free spell Stop Right There.
False Sight 1, 100 LP False Sight 2, 200 LP Mimic Voice 1, 100 LP Mimic Voice 2, 200 LP Thread Weaving (Swordmaster) 3, 300 LP Anticipate Blow 2, 200 LP Anticipate Blow 3, 300 LP Second Weapon (skill) 3, 500 LP
Weave thread 3 in Flask of E'M, 500 LP Buy 15 karma, 150 LP Learn 5 level 1 spells, 50 LP
Leaves 110 LP remaining. I'll probably use some on more spells and save some for future karma.
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Post by GM / Malinous on Aug 17, 2012 23:11:38 GMT -5
I'll have to keep updating
Talents: Elementalist 800: Karma Ritual 5 100: Spell Matrix 1 (4th Ele Opt)(misc. spell) 100: Elemental Hold 1 (4th Ele Disc) [1000][1000]
First Circle Weap 500 Evaluate 4 500 Forge Weapon 4 500 Haggle 4 000 Karma Ritual 5 500 Steel Thought 4 (11, 1d10+1d8) 500 Melee Weapons: 4 (11; 1d10+1d8) [2500][3500]
2nd Circle: 500 Item History 4 [500][4000]
3rd Circle: 800 Abate Curse 4 500 Fireblood 4 [1300][5300]
4th Circle 300 Wound Balance 2 [5600]
Downtime: [150 LP, and ____ Silver Training] 1. Three Weeks: 13 days training talents, remainder helping make/forge weapons for Kaer/Guard/Black Company! 2. One Week: Weaponsmith 4 3. One Week: crafting mithril armor for party (as above) 4. Two Months Towards Sprint (100 LP) + 100 actual LP = Sprint 1! 5. One Month, 50 LP adding 500 value to the orphans martial (training them in basic weapon crafting and using--you have to know how to fight with a weapon to make a good one imo!).
Remaining 3 weeks will be reserved for forging weapons for party/others and crafting weapons. I'll probably end up spending all 150 LP remaining on Karma :-p. I may swap Karma Ritual 5 for like Elemental Hold 3 (500) and 300 extra LP for spells and more karma for forge weapons! Or also get one of those matrices up to 2 :-p.
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Post by ehren on Aug 20, 2012 12:58:53 GMT -5
When we get back from fighting Red Skeletons: Wood Skin 4 (500LP) 1 day Unarmed Combat 4 (500LP) 1 day Wound Balance 4 (500LP) 1 day Nethermancy 2 (500LP) 1 day Spell Matrix 2 (500LP) 1 day Silent Walk 1 (300LP) 1 day Warrior 4 Training - 1 week Nethermancer 2 Training - 1 week Spell Matrix 1 (300 LP, 2nd Circle Nethermancer Opitional Talent) 1 day Frighten 1 (300 LP) 1 day Spellcasting 5 (800 LP) 1 day Momentum Attack 1 (200LP) 1 week Karma 14 (140 LP) 4 days [That is 4540 spent] Is kinda what I'm thinking. Although, I'm not sure what to do with the rest of my LP.
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Post by ehren on Aug 20, 2012 13:12:07 GMT -5
It would be nice to have Rank 5 (melee weapons, avoid blow, wizardry, karma ritual... etc)
I'd also like to weave a thread to the Flask of E'm. But, don't know if I should wait for Mal to learn braiding threads so we can all have a thread tied to it.
I'm not sure about timing of some of the things I want to do either. Will I have enough time to replenish our Healing Potion supply and also be able to spend time training for some skills.
Also, I'm still a bit torn about what to take for my 4th Circle Warrior Option: Fireblood would give us more healing, which if we have more events like the last couple could be key... or Tiger Spring for the increase in iniatiative (which support Air Dance, Swift Kick, Rapid Strike (eventually), and Anticipate Blow.
And that still doesn't take into acount LP for Spells, other Skills, or attributes.
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Post by ehren on Aug 21, 2012 19:26:09 GMT -5
So, I was going over Cathay's spell list again. Do both of you have it?
And I ran into this 4th Circle Wizard Spell: Panther Stalks Silently Threads: 2 Weaving: 8/16 Casting: TSD Range: Touch Duration: Rank+4 minutes Effect: +3 bonus to Tracking Tests and Attack and Damage Tests on Surprised targets T his imbues the target with the ideal of a panther’s stalking of its prey, striking unnoticed. While weaving the threads, the magician mimics the stalking of a panther. If the Spellcasting Test succeeds, the target receives a +3 bonus to his Tracking Tests, and his Attack and Damage Tests against Surprised targets.
If we can all get Silent Walk, it might be useful. What do you guys think?
[post here, soley because we are talking about leveling plans here]
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Post by ehren on Aug 21, 2012 19:30:40 GMT -5
Also, for open plot lines this is what I have:
How to make Mithril Mole in Kaer What happened to William Panache
Our activities: Training/improving the Orphans, Uld & Lud Improving connections with Black Guard, and City Guard Minimize damage Blood Guard can do (maybe we should look and verify their membership isn't horror marked/influenced) Alchemy/Item Creation/Forging Avatar Tournament Our Training/Circle advancement/Skills/Spells
Have I forgot something, or left something out?
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Post by ehren on Aug 21, 2012 19:33:08 GMT -5
When we get back from fighting Red Skeletons: Wood Skin 4 (500LP) 1 day Unarmed Combat 4 (500LP) 1 day Wound Balance 4 (500LP) 1 day Nethermancy 2 (500LP) 1 day Spell Matrix 2 (500LP) 1 day Silent Walk 1 (300LP) 1 day Warrior 4 Training - 1 week Nethermancer 2 Training - 1 week Spell Matrix 1 (300 LP, 2nd Circle Nethermancer Opitional Talent) 1 day Frighten 1 (300 LP) 1 day Spellcasting 5 (800 LP) 1 day Momentum Attack 1 (200LP) 1 week Karma 14 (140 LP) 4 days [That is 4540 spent] Is kinda what I'm thinking. Although, I'm not sure what to do with the rest of my LP. Might skip Frighten if Maw is getting it at R2... At R1 it isn't very useful.
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Post by Mawaris on Aug 21, 2012 21:18:30 GMT -5
Is kinda what I'm thinking. Although, I'm not sure what to do with the rest of my LP. Might skip Frighten if Maw is getting it at R2... At R1 it isn't very useful. Not that it's all that useful at rank 2 either (only step 8). Actually, if you get Frighten anyway, I might take something else as my option talent. I had planned a long time ago to get it when we didn't have a Nethermancer and hadn't really thought about it since you picked up Nethermancer, but there isn't much need for me to have it if you have it too (plus it isn't a discipline talent for me so it'll cost karma). So I'd probably take either Mimic Voice or Winning Smile instead.
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Post by ehren on Aug 22, 2012 9:51:04 GMT -5
Might skip Frighten if Maw is getting it at R2... At R1 it isn't very useful. Not that it's all that useful at rank 2 either (only step 8). Actually, if you get Frighten anyway, I might take something else as my option talent. I had planned a long time ago to get it when we didn't have a Nethermancer and hadn't really thought about it since you picked up Nethermancer, but there isn't much need for me to have it if you have it too (plus it isn't a discipline talent for me so it'll cost karma). So I'd probably take either Mimic Voice or Winning Smile instead. Winning Smile really only works for females though... I'd like to put a plug in for Arcane Mutterings. Harring our oppenents and lowering their defenses and steps is a pretty sweet ability. Plus, you can get the knack (Arcane Curses) so you don't have to continue to concentrate on muttering. It also lowers social defense. It could also be used as a way to avoid combat...
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Post by Mawaris on Aug 23, 2012 8:33:35 GMT -5
Arcane Mutterings requires concentration to sustain it, so it never seemed all that useful to me.
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Post by ehren on Aug 23, 2012 9:44:57 GMT -5
Arcane Mutterings requires concentration to sustain it, so it never seemed all that useful to me. In combat I'd agree. But, out of combat - having an ability to keep people from attacking us could be incredibly useful. Also, the knack Arcane Curses allows you to have the effects of Muttering without concentration. BT I'm still torn about Warrior 4 Optional Talent. Fireblood or Tiger Spring. The high iniatiative is nice, and is required for many of my Talents; but Fireblood would increase our healing... which after the last series of fights, we know we need more healing capacity.
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Post by ehren on Aug 23, 2012 16:18:22 GMT -5
This is kinda what I'm thinking for down time. Then use the last 2 months on potion making & increasing the combat abilities of the Orphans. When we get back from fighting Red Skeletons: 0500 Wood Skin 4, 1 day 0500 Unarmed Combat 4, 1 day 0500 Wound Balance 4, 1 day 0500 Nethermancy 2, 1 day 0500 Nethermancer Spell Matrix 2, 1 day 0300 Silent Walk 1, 1 day 0000 Warrior 4 Training - 1 week 0000 Nethermancer 2 Training - 1 week 0300 Spell Matrix 1, 1 day 0800 Spellcasting 5, 1 day 0100 Momentum Attack 1 (200LP) 1 week + 1 month dedicated training 0100 Trap Iniatiative 1 (200LP) 1 week + 1 month dedicated training 0180 Karma 18, 5 days 0800 Wizardy 5, 1 day 0800 Karma Ritual 5, 1 day [That is 5880 spent] [120 LP left for spells, and maybe Warrior Optional Talent] 10days, 3 weeks, 2 months... or about 3 months of our 5
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